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    Shadow's Beastial Requiem

    BlueRoseRebel
    BlueRoseRebel

    Player 
    Lineage : Hunter's Wrath
    Position : None
    Posts : 470
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Mentor : The Den Mother
    Experience : 281.25

    Character Sheet
    First Magic: Shadow's Beastial Requiem
    Second Magic:
    Third Magic:

    Completed Shadow's Beastial Requiem

    Post by BlueRoseRebel on 4th April 2015, 7:39 pm

    Primary Magic: Shadow's Beastial Requiem
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: A magic taught to a mage only by a spirit guide, which only manifest to those with a profound bond to nature itself. The mage learns to feel the rhythmic heartbeat of the world and connects themselves to it. As society has progressed, few people have connected to nature, and virtually none have bonded enough to find their guide. This rarity has made a once common caster magic into a type of Lost Magic. Beastial Requiem can come in any element. The shadow version is not darkness as it is perceived in modern times. Instead it is, though this sounds oxymoronic, untainted darkness. Not wickedness as most see it, but instead a pure form of strength connected to the night sky itself. As night swallows day, so shall this primordial darkness fight with strength enough to swallow the sun. Just as nature itself, Beastial Requiem can come in the form of ultimate defense, unwavering support, or unbridled destructive potential. Which form a mage uses has nothing to do with their element, but instead it has to do with the guide they receive.
    Strengths:
    -Great at single targeting for a kill, but can also overpower multiple targets due to it's speed boost spells.
    -Large damage output in physical attacks.
    -Allows for an assault based style or for a more defensive stance
    -The emotion based power of this magic means that it can increase in strength very quickly.
    Weaknesses:
    -Has next to no defensive or support capabilities
    -As it is emotion based, it very easy for the user to go into an almost feral state, which would make the person attack everyone, including team mates.
    -As it is emotion based, any magic that affects emotions is very effective on the user.
    -Very little variety as all the spells past D-Rank are simply upgrades of the original 4
    -All the attacks are easy to dodge, as they are either narrow, or direct physical attacks.
    Lineage: Hunter's Wrath:
    Description: Orion was a legendary hunter. Being a demigod, there was no beast to strong or powerful for him to subdue. His name was renown throughout the kingdoms. But what makes him really legendary is his ability, Beast Bane. An ability that allows him to defeat beastkin with ease
    Ability: Beast Bane is an ability that instills fear into the heart of beast or beast like creature making them unable to launch successful attacks. (includes animals, werekin and dragonkin). In addition, it causes pets to be unable to fight for the duration.
    Usage: Can be used 3 times per thread. Has a duration of 4 posts and cool-down of 6 posts
    Unique Abilities:
    Emotions Crescendo- This magic relies on the type and intensity of the users emotions. Strong emotions increase the overall ability of the user. At a slightly raised emotional state, their defense and attack are raised by 10%. At a more intense emotional level, those same stats are raised by 20%, with speed being raised by 10%. At an extreme emotional level, though not quite a fever pitch, attack, defense, and speed are all raised by 25%. However, if the emotions are negative emotions, such as sadness and depression, the effects are reversed. All the stat increases are reversed to decreases. A deep emotional state can be triggered by anger based negative emotions such as hate, rage, depression,or frustration. The very demeanor of the person changes. They become very calm when not attacking, but when they do it is with extreme voraciousness and intent to kill. In this state their attack, defense, and speed are boosted by 30%, but causes the person to become feral, attacking any and everyone they see. This state is only removed when everyone near them is dead, or the fever pitch of the emotion is lessened.
    Nature's Measure- This passive ability helps stabilize emotions while in outdoor, nonurban areas. It also grants low light vision, with color, to the mage while in these areas. This is both helpful and detrimental, as this magic's strength is boosted by the emotional state of the user, the stabilization makes it harder to gain these boosts. But, it almost entirely prevents the mage from entering their feral state. It also helps remove the effects of negative emotions.
    Spirit Guide: Wolf- A mage that receives the spirit guide of the wolf has a basic advantage in hand to hand combat, as predators teach those they guide strictly in the art of combat. A person guided by a wolf has 20% boost to all non-spell attacks, and bonuses to physical attack spells, though the boosts on the latter vary between spells. They also gain the ability to navigate with the night sky.

    Spells:


    Name: Claws of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1 post
    Cooldown: 3 posts
    Description: The first and weakest of all the claw spells, Claws of the Wolf is solid punch imbued with dark magical energy. The magic forms around the caster’s hand, then spins in a clockwise motion. The energy is pitch black with only a few white specks in it, and forms into the distinct curved, almost knife shaped, points near the caster’s elbow. This punch can be thrown in any manner but is almost always used as a high momentum jab, or a standing hook. Either or both hands can be used to cast this spell. Due to the fact that is a physical attack, it does plus 25% of D-Rank magic’s maximum damage, with a bonus 10% to all light or holy defenses. Will also knock an opponent backwards about 4 feet, double that if it is used at a high rate of speed.
    Strengths:
    -High damage output for a single attack
    -Very versatile, as it can be thrown in any manner
    -The knock back allows for another attack to be used before you have to worry about taking too much more damage.
    Weaknesses:
    -Very dodgeable as it is hard to change directions of the attack.
    -To use it the opponent has to be in close range, meaning they can bombard the caster with long range attack to make sure the spell cannot make contact.
    -If the opponent is knocked back, that removes them from the range of a possible hand to hand altercation, the specialty of any mage using this magic, and instead the caster opens themself up to be hit with long range attacks or AoE spells.
    -You have to move towards the opponent to guarantee that you will be able to use it, and forward progression opens up your defences.



    Name: Wings of the Crow
    Rank: D-Rank
    Type: Darkness Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The first of the Wing spells. This spell is a body augmentation by dark magic that actually tightens muscle tissue and lightens the bones of the caster. The tight muscles and lighter bones mimic the bodies of birds, and boost the speed of the caster by 15%. It releases a small dark aura around the caster and causes a pressure shell around them that pushes upwards, making it easier for the caster to jump up to 15 feet higher and stay higher longer, giving the impression of flight. Because of this increase in muscle tension, it also boosts the raw physical power of the caster by 10%, and the reaction time of the mage is boosted to a superhuman level. But, the decrease in bone mass, and the very beneficial muscle tightness, make injury to the mage easier, taking 15% more damage from all sources while in this state.
    Strengths:
    -The only support type spell in this entire type of magic
    -The pressure created not only allows for the boost in air time, but can redirect projectiles of the weak catagory.
    -Versatile as it can be used to progress in an attack, chase those who retreat, retreat yourself, or to bounce between multiple opponents at a time to either eliminate a group quickly, or as a distraction
    Weaknesses:
    -Reduces defense by quite a bit
    -It's harder to turn around or change directions beyond 45 degree angles because of momentum.
    -The caster is much more susceptible to the breaking of bones and muscle tissue tears.
    -The mage's heart rate increases so if they over exert themselves, they risk having a heart attack or feinting.

    Name: Howl of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1 Post
    Cooldown: 2 posts
    Description: A spinning wind wind tunnel, about a meter wide, pulsing with dark magic, Howl of the Wolf is an offensive attack that rivals a low level Roar from a Dragon Slayer. This attack may create a whirlwind but it is in no way wind based, though it can divert or extinguish flames. The wind does half D-Rank damage, but pushes the opponent back 30 feet, with the attack having a range of 50 feet.
    Strengths:
    -knocks the opponent back more than average
    -the with travels extremely fast, at half a meter per second.
    -can deflect projectiles or flame based attacks of equal rank
    Weaknesses:
    -low damage, cannot cause bodily harm
    -very narrow, so the attack is very dodgable
    -wind controlling attacks can control it, even though it isn't a wind attack
    -The knock back actually allows the opponent a break, as this magic is very physical and close ranged

    Name: Pounce of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1
    Cooldown: 3
    Description: A flying double kick, Pounce of the Wolf firmly plants both feet into opponent with a boost of dark magic power. The attack does regular D-Rank damage, with a knock back of 10 feet. Swirling darkness wraps itself around the caster's legs, ending in the same knife like curves as Claws of the Wolf.
    Strengths:
    -Can move the opponent in any direction, including towards the ground for a take-down style attack.
    -Has a high chance of breaking or dislocating bones, because it puts a lot of directional force into any area of the body
    -Can be used to move large or heavy objects, up to 500 pounds
    Weaknesses:
    -Can be dodged as the move is obviously telegraphed
    -The force can be turned around on the caster, sending them flying instead and causing no damage
    -Requires both legs to use, so it is useless if one gets injured.
    -The knock back actually allows the opponent a break, as this magic is very physical and close ranged


    Last edited by BlueRoseRebel on 7th April 2015, 9:09 pm; edited 4 times in total


    _____________________________________________________________________________________

    Theme Music:

    Main Theme

    Battle Theme

    Shadow's Beastial Requiem Tumblr_nnjf0rsRg31sjee1mo1_1280
    Character||Magic
    BlueRoseRebel
    BlueRoseRebel

    Player 
    Lineage : Hunter's Wrath
    Position : None
    Posts : 470
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Mentor : The Den Mother
    Experience : 281.25

    Character Sheet
    First Magic: Shadow's Beastial Requiem
    Second Magic:
    Third Magic:

    Completed Re: Shadow's Beastial Requiem

    Post by BlueRoseRebel on 4th April 2015, 7:40 pm

    FINALLY DONE!!! YES!!!!!!


    _____________________________________________________________________________________

    Theme Music:

    Main Theme

    Battle Theme

    Shadow's Beastial Requiem Tumblr_nnjf0rsRg31sjee1mo1_1280
    Character||Magic
    BlueRoseRebel
    BlueRoseRebel

    Player 
    Lineage : Hunter's Wrath
    Position : None
    Posts : 470
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 20
    Mentor : The Den Mother
    Experience : 281.25

    Character Sheet
    First Magic: Shadow's Beastial Requiem
    Second Magic:
    Third Magic:

    Completed Re: Shadow's Beastial Requiem

    Post by BlueRoseRebel on 4th April 2015, 11:52 pm

    Bump for completion, for the second time


    _____________________________________________________________________________________

    Theme Music:

    Main Theme

    Battle Theme

    Shadow's Beastial Requiem Tumblr_nnjf0rsRg31sjee1mo1_1280
    Character||Magic
    Inspirational Quote
    Inspirational Quote
     
     

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    Lineage : Eternal Warlord
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    Age : 28
    Experience : -

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Completed Re: Shadow's Beastial Requiem

    Post by Inspirational Quote on 7th April 2015, 7:51 pm

    Original:
    Primary Magic: Shadow's Beastial Requiem
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: A magic taught to a mage only by a spirit guide, which only manifest to those with a profound bond to nature itself. The mage learns to feel the rhythmic heartbeat of the world and connects themselves to it. As society has progressed, few people have connected to nature, and virtually none have bonded enough to find their guide. This rarity has made a once common caster magic into a type of Lost Magic. Beastial Requiem can come in any element. The shadow version is not darkness as it is perceived in modern times. Instead it is, though this sounds oxymoronic, untainted darkness. Not wickedness as most see it, but instead a pure form of strength connected to the night sky itself. As night swallows day, so shall this primordial darkness fight with strength enough to swallow the sun. Just as nature itself, Beastial Requiem can come in the form of ultimate defense, unwavering support, or unbridled destructive potential. Which form a mage uses has nothing to do with their element, but instead it has to do with the guide they receive.
    Strengths:
    -Great at single targeting for a kill, but can also overpower multiple targets due to it's speed boost spells.
    -Large damage output in physical attacks.
    -Allows for an assault based style or for a more defensive stance
    -The emotion based power of this magic means that it can increase in strength very quickly.
    Weaknesses:
    -Has next to no defensive or support capabilities
    -As it is emotion based, it very easy for the user to go into an almost feral state, which would make the person attack everyone, including team mates.
    -As it is emotion based, any magic that affects emotions is very effective on the user.
    -Very little variety as all the spells past D-Rank are simply upgrades of the original 4
    -All the attacks are easy to dodge, as they are either narrow, or direct physical attacks.
    Lineage: Hunter's Wrath:
    Description: Orion was a legendary hunter. Being a demigod, there was no beast to strong or powerful for him to subdue. His name was renown throughout the kingdoms. But what makes him really legendary is his ability, Beast Bane. An ability that allows him to defeat beastkin with ease
    Ability: Beast Bane is an ability that instills fear into the heart of beast or beast like creature making them unable to launch successful attacks. (includes animals, werekin and dragonkin). In addition, it causes pets to be unable to fight for the duration.
    Usage: Can be used 3 times per thread. Has a duration of 4 posts and cool-down of 6 posts
    Unique Abilities:
    Emotions Crescendo- This magic relies on the type and intensity of the users emotions. Strong emotions increase the overall ability of the user. At a slightly raised emotional state, their defense and attack are raised by 10%. At a more intense emotional level, those same stats are raised by 20%, with speed being raised by 10%. At an extreme emotional level, though not quite a fever pitch, attack, defense, and speed are all raised by 25%. However, if the emotions are negative emotions, such as sadness and depression, the effects are reversed. All the stat increases are reversed to decreases. A deep emotional state can be triggered by anger based negative emotions such as hate, rage, depression,or frustration. The very demeanor of the person changes. They become very calm when not attacking, but when they do it is with extreme voraciousness and intent to kill. In this state their attack, defense, and speed are boosted by 50%, but causes the person to become feral, attacking any and everyone they see. This state is only removed when everyone near them is dead, or the fever pitch of the emotion is lessened.
    Nature's Measure- This passive ability helps stabilize emotions while in outdoor, nonurban areas. It also adds 10% to the natural healing factor of the mage. This is both helpful and detrimental, as this magic's strength is boosted by the emotional state of the user, the stabilization makes it harder to gain these boosts. But, it almost entirely prevents the mage from entering their feral state. It also helps remove the effects of negative emotions.
    Spirit Guide: Wolf- A mage that receives the spirit guide of the wolf has a basic advantage in hand to hand combat, as predators teach those they guide strictly in the art of combat. A person guided by a wolf has 50% boost to all non-spell attacks, and bonuses to physical attack spells, though the boosts on the latter vary between spells. They also gain the ability to navigate with the night sky.

    Spells:


    Name: Claws of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1 post
    Cooldown: 3 posts
    Description: The first and weakest of all the claw spells, Claws of the Wolf is solid punch imbued with dark magical energy. The magic forms around the caster’s hand, then spins in a clockwise motion. The energy is pitch black with only a few white specks in it, and forms into the distinct curved, almost knife shaped, points near the caster’s elbow. This punch can be thrown in any manner but is almost always used as a high momentum jab, or a standing hook. Either or both hands can be used to cast this spell. Due to the fact that is a physical attack, it does plus 25% of D-Rank magic’s maximum damage, with a bonus to all light or holy defenses. Will also knock an opponent backwards about 4 feet, double that if it is used at a high rate of speed.
    Strengths:
    -High damage output for a single attack
    -Very versatile, as it can be thrown in any manner
    -The knock back allows for another attack to be used before you have to worry about taking too much more damage.
    Weaknesses:
    -Very dodgeable as it is hard to change directions of the attack.
    -To use it the opponent has to be in close range, meaning they can bombard the caster with long range attack to make sure the spell cannot make contact.
    -If the opponent is knocked back, that removes them from the range of a possible hand to hand altercation, the specialty of any mage using this magic, and instead the caster opens themself up to be hit with long range attacks or AoE spells.
    -You have to move towards the opponent to guarantee that you will be able to use it, and forward progression opens up your defences.



    Name: Wings of the Crow
    Rank: D-Rank
    Type: Darkness Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The first of the Wing spells. This spell is a body augmentation by dark magic that actually tightens muscle tissue and lightens the bones of the caster. The tight muscles and lighter bones mimic the bodies of birds, and boost the speed of the caster by 15%. It releases a small dark aura around the caster and causes a pressure shell around them that pushes upwards, making it easier for the caster to jump up to 15 feet higher and stay higher longer, giving the impression of flight. Because of this increase in muscle tension, it also boosts the raw physical power of the caster by 10%, and the reaction time of the mage is boosted to a superhuman level. But, the decrease in bone mass, and the very beneficial muscle tightness, make injury to the mage easier, decreasing their defense by 15%.
    Strengths:
    -The only support type spell in this entire type of magic
    -The pressure created not only allows for the boost in air time, but can redirect very light projectiles.
    -Versatile as it can be used to progress in an attack, chase those who retreat, retreat yourself, or to bounce between multiple opponents at a time to either eliminate a group quickly, or as a distraction
    Weaknesses:
    -Reduces defense by quite a bit
    -It's harder to turn around or change directions beyond 45 degree angles because of momentum.
    -The caster is much more susceptible to the breaking of bones and muscle tissue tears.
    -The mage's heart rate increases so if they over exert themselves, they risk having a heart attack or feinting.

    Name: Howl of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1 Post
    Cooldown: 2 posts
    Description: A spinning wind wind tunnel, about a meter wide, pulsing with dark magic, Howl of the Wolf is an offensive attack that rivals a low level Roar from a Dragon Slayer. This attack may create a whirlwind but it is in no way wind based, though it can divert or extinguish flames. The wind does half D-Rank damage, but pushes the opponent back 30 feet, with the attack having a range of 50 feet.
    Strengths:
    -knocks the opponent back more than average
    -the with travels extremely fast, at half a meter per second.
    -can deflect projectiles or flame based attacks
    Weaknesses:
    -low damage, cannot cause bodily harm
    -very narrow, so the attack is very dodgable
    -wind controlling attacks can control it, even though it isn't a wind attack
    -The knock back actually allows the opponent a break, as this magic is very physical and close ranged

    Name: Pounce of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1
    Cooldown: 3
    Description: A flying double kick, Pounce of the Wolf firmly plants both feet into opponent with a boost of dark magic power. The attack does regular D-Rank damage, with a knock back of 10 feet. Swirling darkness wraps itself around the caster's legs, ending in the same knife like curves as Claws of the Wolf.
    Strengths:
    -Can move the opponent in any direction, including into the ground
    -Has a high chance of breaking or dislocating bones, because it puts a lot of directional force into any area of the body
    -Can be used to move large or heavy objects, up to 500 pounds
    Weaknesses:
    -Can be dodged as the move is obviously telegraphed
    -The force can be turned around on the caster, sending them flying instead and causing no damage
    -Requires both legs to use, so it is useless if one gets injured.
    -The knock back actually allows the opponent a break, as this magic is very physical and close ranged


    Last edited by BlueRoseRebel on Sun 5 Apr - 19:19; edited 3 times in total


    Changes to be made:
    Primary Magic: Shadow's Beastial Requiem
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: Caster
    Description: A magic taught to a mage only by a spirit guide, which only manifest to those with a profound bond to nature itself. The mage learns to feel the rhythmic heartbeat of the world and connects themselves to it. As society has progressed, few people have connected to nature, and virtually none have bonded enough to find their guide. This rarity has made a once common caster magic into a type of Lost Magic. Beastial Requiem can come in any element. The shadow version is not darkness as it is perceived in modern times. Instead it is, though this sounds oxymoronic, untainted darkness. Not wickedness as most see it, but instead a pure form of strength connected to the night sky itself. As night swallows day, so shall this primordial darkness fight with strength enough to swallow the sun. Just as nature itself, Beastial Requiem can come in the form of ultimate defense, unwavering support, or unbridled destructive potential. Which form a mage uses has nothing to do with their element, but instead it has to do with the guide they receive.
    Strengths:
    -Great at single targeting for a kill, but can also overpower multiple targets due to it's speed boost spells.
    -Large damage output in physical attacks.
    -Allows for an assault based style or for a more defensive stance
    -The emotion based power of this magic means that it can increase in strength very quickly.
    Weaknesses:
    -Has next to no defensive or support capabilities
    -As it is emotion based, it very easy for the user to go into an almost feral state, which would make the person attack everyone, including team mates.
    -As it is emotion based, any magic that affects emotions is very effective on the user.
    -Very little variety as all the spells past D-Rank are simply upgrades of the original 4
    -All the attacks are easy to dodge, as they are either narrow, or direct physical attacks.
    Lineage: Hunter's Wrath:
    Description: Orion was a legendary hunter. Being a demigod, there was no beast to strong or powerful for him to subdue. His name was renown throughout the kingdoms. But what makes him really legendary is his ability, Beast Bane. An ability that allows him to defeat beastkin with ease
    Ability: Beast Bane is an ability that instills fear into the heart of beast or beast like creature making them unable to launch successful attacks. (includes animals, werekin and dragonkin). In addition, it causes pets to be unable to fight for the duration.
    Usage: Can be used 3 times per thread. Has a duration of 4 posts and cool-down of 6 posts
    Unique Abilities:
    Emotions Crescendo- This magic relies on the type and intensity of the users emotions. Strong emotions increase the overall ability of the user. At a slightly raised emotional state, their defense and attack are raised by 10%. At a more intense emotional level, those same stats are raised by 20%, with speed being raised by 10%. At an extreme emotional level, though not quite a fever pitch, attack, defense, and speed are all raised by 25%. However, if the emotions are negative emotions, such as sadness and depression, the effects are reversed. All the stat increases are reversed to decreases. A deep emotional state can be triggered by anger based negative emotions such as hate, rage, depression,or frustration. The very demeanor of the person changes. They become very calm when not attacking, but when they do it is with extreme voraciousness and intent to kill. In this state their attack, defense, and speed are boosted by 50%, but causes the person to become feral, attacking any and everyone they see. This state is only removed when everyone near them is dead, or the fever pitch of the emotion is lessened.While I do like the ability, the last part of this is a bit of a no go.
    Nature's Measure- This passive ability helps stabilize emotions while in outdoor, nonurban areas. It also adds 10% to the natural healing factor of the mage. This is both helpful and detrimental, as this magic's strength is boosted by the emotional state of the user, the stabilization makes it harder to gain these boosts. But, it almost entirely prevents the mage from entering their feral state. It also helps remove the effects of negative emotions.Passive healing is something that everybody gets really touchy about so this will have to be removed or replaced.
    Spirit Guide: Wolf- A mage that receives the spirit guide of the wolf has a basic advantage in hand to hand combat, as predators teach those they guide strictly in the art of combat. A person guided by a wolf has 50% boost to all non-spell attacks, and bonuses to physical attack spells, though the boosts on the latter vary between spells. They also gain the ability to navigate with the night sky.Lower the boost to 20% and this one is ready to go.

    Spells:


    Name: Claws of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1 post
    Cooldown: 3 posts
    Description: The first and weakest of all the claw spells, Claws of the Wolf is solid punch imbued with dark magical energy. The magic forms around the caster’s hand, then spins in a clockwise motion. The energy is pitch black with only a few white specks in it, and forms into the distinct curved, almost knife shaped, points near the caster’s elbow. This punch can be thrown in any manner but is almost always used as a high momentum jab, or a standing hook. Either or both hands can be used to cast this spell. Due to the fact that is a physical attack, it does plus 25% of D-Rank magic’s maximum damage, with a bonus to all light or holy defenses. Will also knock an opponent backwards about 4 feet, double that if it is used at a high rate of speed.What is the bonus to light or holy?
    Strengths:
    -High damage output for a single attack
    -Very versatile, as it can be thrown in any manner
    -The knock back allows for another attack to be used before you have to worry about taking too much more damage.
    Weaknesses:
    -Very dodgeable as it is hard to change directions of the attack.
    -To use it the opponent has to be in close range, meaning they can bombard the caster with long range attack to make sure the spell cannot make contact.
    -If the opponent is knocked back, that removes them from the range of a possible hand to hand altercation, the specialty of any mage using this magic, and instead the caster opens themself up to be hit with long range attacks or AoE spells.
    -You have to move towards the opponent to guarantee that you will be able to use it, and forward progression opens up your defences.



    Name: Wings of the Crow
    Rank: D-Rank
    Type: Darkness Support
    Duration: 3 posts
    Cooldown: 4 posts
    Description: The first of the Wing spells. This spell is a body augmentation by dark magic that actually tightens muscle tissue and lightens the bones of the caster. The tight muscles and lighter bones mimic the bodies of birds, and boost the speed of the caster by 15%. It releases a small dark aura around the caster and causes a pressure shell around them that pushes upwards, making it easier for the caster to jump up to 15 feet higher and stay higher longer, giving the impression of flight. Because of this increase in muscle tension, it also boosts the raw physical power of the caster by 10%, and the reaction time of the mage is boosted to a superhuman level. But, the decrease in bone mass, and the very beneficial muscle tightness, make injury to the mage easier, decreasing their defense by 15%.This would be better if stated as "Takes 15% more damage from all sources while in this state." due to the term defense being somewhat vague for this kind of thing.
    Strengths:
    -The only support type spell in this entire type of magic
    -The pressure created not only allows for the boost in air time, but can redirect very light projectiles.I would add in that they must be of the weak category.
    -Versatile as it can be used to progress in an attack, chase those who retreat, retreat yourself, or to bounce between multiple opponents at a time to either eliminate a group quickly, or as a distraction
    Weaknesses:
    -Reduces defense by quite a bit
    -It's harder to turn around or change directions beyond 45 degree angles because of momentum.
    -The caster is much more susceptible to the breaking of bones and muscle tissue tears.
    -The mage's heart rate increases so if they over exert themselves, they risk having a heart attack or feinting.

    Name: Howl of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1 Post
    Cooldown: 2 posts
    Description: A spinning wind wind tunnel, about a meter wide, pulsing with dark magic, Howl of the Wolf is an offensive attack that rivals a low level Roar from a Dragon Slayer. This attack may create a whirlwind but it is in no way wind based, though it can divert or extinguish flames. The wind does half D-Rank damage, but pushes the opponent back 30 feet, with the attack having a range of 50 feet.
    Strengths:
    -knocks the opponent back more than average
    -the with travels extremely fast, at half a meter per second.
    -can deflect projectiles or flame based attacksAdd in "Of up to it's rank."
    Weaknesses:
    -low damage, cannot cause bodily harm
    -very narrow, so the attack is very dodgable
    -wind controlling attacks can control it, even though it isn't a wind attack
    -The knock back actually allows the opponent a break, as this magic is very physical and close ranged

    Name: Pounce of the Wolf
    Rank: D-Rank
    Type: Darkness Offensive
    Duration: 1
    Cooldown: 3
    Description: A flying double kick, Pounce of the Wolf firmly plants both feet into opponent with a boost of dark magic power. The attack does regular D-Rank damage, with a knock back of 10 feet. Swirling darkness wraps itself around the caster's legs, ending in the same knife like curves as Claws of the Wolf.
    Strengths:
    -Can move the opponent in any direction, including into the groundI assume you mean like driving them into the ground as if they were a tent stake. That would be out, however it could probably be used to push them into the dirt far enough to temporarily slow an opponent down.
    -Has a high chance of breaking or dislocating bones, because it puts a lot of directional force into any area of the body
    -Can be used to move large or heavy objects, up to 500 pounds
    Weaknesses:
    -Can be dodged as the move is obviously telegraphed
    -The force can be turned around on the caster, sending them flying instead and causing no damage
    -Requires both legs to use, so it is useless if one gets injured.
    -The knock back actually allows the opponent a break, as this magic is very physical and close ranged


    Last edited by BlueRoseRebel on Sun 5 Apr - 19:19; edited 3 times in total


    Bump when complete. If you need any help feel free to PM me.


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    BlueRoseRebel
    BlueRoseRebel

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    Lineage : Hunter's Wrath
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    Completed Re: Shadow's Beastial Requiem

    Post by BlueRoseRebel on 7th April 2015, 9:10 pm

    Bump


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    Completed Re: Shadow's Beastial Requiem

    Post by Inspirational Quote on 7th April 2015, 9:22 pm

    Sorry for the wait.


    Approved.


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